Hi Paul, ShaderGen was written for GL2 and OSG-2.x, it doesn't provide a first step at looking towards GL3, but in the context of OSG-2.x, look at it as a first step.
Robert. On Sat, Aug 8, 2009 at 9:39 PM, Paul Martz<[email protected]> wrote: > Hi all -- I've finally had a chance to review the ShaderGen code. If I > understand correctly, this was added as a step towards eventual support for > OpenGL 3. However, I'm surprised by the OpenGL 2 / GLSL 1.20 nature of the > shader code, specifically the extensive dependency on built-in uniforms and > predefined vertex attributes that were deprecated with OpenGL 3 / GLSL 1.30 > -- even use of ftransform(). > > Was the author assuming the code would be ported to OpenGL 3 / GLSL 1.30 in > the future? Or was the author assuming that the host would set up uniforms > and vertex attributes with names identical to the old GLSL 1.20 uniform and > vertex attribute names (that would be a mistake in my opinion, as uniforms > and vertex attributes starting with "gl_" are reserved)? Or have a simply > misunderstood the point of this code? > > Thanks. > -- > > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com > +1 303 859 9466 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

